• XCOM V5: Grazed shots still count as hits
    4,218 replies, posted
Haven't seen any discussion of this yet but someone has added a new mission type: [url=http://steamcommunity.com/sharedfiles/filedetails/?id=647242867&searchtext=Haven+Siege]Haven Siege[/url] I'm still surprised that nobody has started porting weapons/aliens from The Bureau, seems a cheap/easy way to get some enemy diversity out quickly.
[QUOTE=Craigewan;49956593]Haven't seen any discussion of this yet but someone has added a new mission type: [url=http://steamcommunity.com/sharedfiles/filedetails/?id=647242867&searchtext=Haven+Siege]Haven Siege[/url] I'm still surprised that nobody has started porting weapons/aliens from The Bureau, seems a cheap/easy way to get some enemy diversity out quickly.[/QUOTE] When I use that with my ini edits it drops in pods of 6 ADVENT every turn or so. It's some real shit.
[QUOTE=Destroyox;49956652]When I use that with my ini edits it drops in pods of 6 ADVENT every turn or so. It's some real shit.[/QUOTE] Apparently he's drawing unused "Strong" pod configurations from the game's files for it, but he's thinking of toning them down a wee bit. Although you do have the 4 resistance fighters to help bulk things up.
[QUOTE=Mr. Someguy;49954200]Actually on his stream last week, he equipped all the males (3) with Eyebot Helmets and Avatar Masks and gave them all the Moonbase Alpha voice. Then the next mission he forgot to take the voice off one of his guys, so it was featured again :v:[/QUOTE] Is there a VoD of it somewhere? I need to see that!
[QUOTE=Destroyox;49956492] [T]http://i.imgur.com/nwA5uob.png[/T] <- THIS IS BULLSHIT BTW[/QUOTE] Wait, you can lose after you've planted the bomb? How does that happen?
All his dudes died.
[url=http://www.nexusmods.com/xcom2/mods/238/?]Mod of the year[/url] :v:
[QUOTE=ThatCrazyGmanV2;49957250][url=http://www.nexusmods.com/xcom2/mods/238/?]Mod of the year[/url] :v:[/QUOTE] Anime is a sin My mouse has started to weirdly jitter so ontop of the low FPS snap-to-random-tile bug I gotta be super careful when actually playing the game. It's fucking ridiculous
Patch broke the 'It Will Take Many Bullets' mod. Such a shame. Was looking forward to doing another playthrough using it. But I've already researched the Mag weapons and I don't know if I can be hassled with sticking with the regular weapons until plasma weapons. Plus the plasma weapons looks like shit.
[QUOTE=RocketRacer;49957178]Is there a VoD of it somewhere? I need to see that![/QUOTE] In reply to the VoD, I can't seem to find it anywhere. Do you even think it was saved anywhere?
[QUOTE=RocketRacer;49957178]Is there a VoD of it somewhere? I need to see that![/QUOTE] [QUOTE=RocketRacer;49958649]In reply to the VoD, I can't seem to find it anywhere. Do you even think it was saved anywhere?[/QUOTE] It's in one of his Twitch recordings, I'm kinda busy right now, I'll look for it in an hour or so.
[QUOTE=Mr. Someguy;49959084]It's in one of his Twitch recordings, I'm kinda busy right now, I'll look for it in an hour or so.[/QUOTE] ah yeah I found his Twitch page but there's a bunch of those, you know more than me when it happened. No pressure at all, unless someone else has any idea when it happened, I'll be waiting
It's too bad that most voice packs don't bother applying a radio filter to the voices, most of them feel kind of out of place because of that.
[QUOTE=_Axel;49959240]It's too bad that most voice packs don't bother applying a radio filter to the voices, most of them feel kind of out of place because of that.[/QUOTE] I would like to, but it would take forever, since mine has 38 (soon to be 58) different voices, each with more than 100 different .wavs, totaling around 13000+ different wavs. Besides, I'd like the voicepacks to stick to the spirit of Jagged Alliance 2. [editline]18th March 2016[/editline] Although, I could do it with Audacity's chain/Goldwave's batch function. Maybe when I'm done with all of them, I'll do that.
[QUOTE=_Axel;49959240]It's too bad that most voice packs don't bother applying a radio filter to the voices, most of them feel kind of out of place because of that.[/QUOTE] I don't do it on purpose because the TTS used in Moonbase Alpha already sounds radio-ish enough, in my opinion. There's little point in adding radio effect I would say personally. Some other voicepacks I tried out had radio filter on them, but the ones I use the most(Republic Commando voicepack, Stormtrooper from Empire at War) are already radio-filtered from another game.
Hey can someone test my Commando voice pack? Its not working on my end
[QUOTE=mralexs;49959417]Hey can someone test my Commando voice pack? Its not working on my end[/QUOTE] If it's not working on your end, chances are it's not gonna work on anyone's. If it doesn't work in debugger then you need to do some stuff with it to make it work properly. I had a problem where it just didn't play any lines whatsoever in debugger(and live client as well, of course).
[QUOTE=RocketRacer;49959142]ah yeah I found his Twitch page but there's a bunch of those, you know more than me when it happened. No pressure at all, unless someone else has any idea when it happened, I'll be waiting[/QUOTE] I don't know how to link twitch videos at a specific time, so I'll give a link. [url=https://www.twitch.tv/beagsandjam/v/53649707]It begins at 1:17:24[/url], that's when chat convinces him to do it. Enjoy your beautiful disaster :v:
[QUOTE=RocketRacer;49959428]If it's not working on your end, chances are it's not gonna work on anyone's. If it doesn't work in debugger then you need to do some stuff with it to make it work properly. I had a problem where it just didn't play any lines whatsoever in debugger(and live client as well, of course).[/QUOTE] But the weird thing is, it works in the Debugger but not the normal game
[QUOTE=E3245;49959299]I would like to, but it would take forever, since mine has 38 (soon to be 58) different voices, each with more than 100 different .wavs, totaling around 13000+ different wavs. Besides, I'd like the voicepacks to stick to the spirit of Jagged Alliance 2. [editline]18th March 2016[/editline] Although, I could do it with Audacity's chain/Goldwave's batch function. Maybe when I'm done with all of them, I'll do that.[/QUOTE] I use the script function to apply a telephone filter on all .wavs, it takes about 5 minutes to process all ~300 lines of my pack. With the amount of files you have I'm guessing it would take circa 3 hours.
Don't know why it made him a sharp-shooter when I marked him as a ranger in the pool but whatever, my new favourite solider, two images for full bio [t]http://images.akamai.steamusercontent.com/ugc/476626350623820700/48F14F79E3DEA67B5621A799E1D52ACB2855B39E/[/t] [t]http://images.akamai.steamusercontent.com/ugc/476626350623821113/F486B952D1C0DFA537C5CF11E4DC97C3863D7385/[/t]
[QUOTE=fulgrim;49960985]Don't know why it made him a sharp-shooter when I marked him as a ranger in the pool but whatever, my new favourite solider, two images for full bio [t]http://images.akamai.steamusercontent.com/ugc/476626350623820700/48F14F79E3DEA67B5621A799E1D52ACB2855B39E/[/t] [t]http://images.akamai.steamusercontent.com/ugc/476626350623821113/F486B952D1C0DFA537C5CF11E4DC97C3863D7385/[/t][/QUOTE] Jacket voicepack from PD2 included?
[QUOTE=fulgrim;49960985][B]Don't know why it made him a sharp-shooter when I marked him as a ranger in the pool but whatever,[/B] my new favourite solider, two images for full bio [t]http://images.akamai.steamusercontent.com/ugc/476626350623820700/48F14F79E3DEA67B5621A799E1D52ACB2855B39E/[/t] [t]http://images.akamai.steamusercontent.com/ugc/476626350623821113/F486B952D1C0DFA537C5CF11E4DC97C3863D7385/[/t][/QUOTE] I have never had a character get the class they were assigned in the character pool, not when they come as a random mission reward or VIP. I've had it a few times when I get rookies up but that's just random coincidence. It bothers me that the characters I made specifically to be psi-ops keep showing up in my campaigns as sharpshooters. Just be rookies so I can train you, you look like and idiot without the psi stuff.
[QUOTE=RocketRacer;49960995]Jacket voicepack from PD2 included?[/QUOTE] Having to make do with the Exalt voicepack for now, But a dude is making voice packs for the PD2 Characters at the moment , I already have a perfect hoxton solider with his actual voice- so I doubt ill have long to wait.
My sharpshooter just face-offed 5 enemies (including two codexes) and killed them all. I now understand the value of gunslingers.
[QUOTE=IrishBandit;49961951]My sharpshooter just face-offed 5 enemies (including two codexes) and killed them all. I now understand the value of gunslingers.[/QUOTE] face-off and serial are legit the 2 best perks snipers are OP af mid/late-game
My AWC perks this campaign have been a mixed bag: Death From Above on a Ranger - It's activated like once so far, didn't really do much when it did Deep Cover on a Specialist - Combined with Ever Vigilant (and [URL="https://steamcommunity.com/sharedfiles/filedetails/?id=621389964&searchtext="]HunkerDownMod[/URL]), double-moving is actually a pretty good option. Guardian on a Heavy - Hasn't activated, though not for lack of trying. Phantom on a Heavy - Interesting, he can scout but also break concealment via grenades if needed.
death from above on a ranger is wicket shit dude wtf
[QUOTE=Kommodore;49962812]death from above on a ranger is wicket shit dude wtf[/QUOTE] I don't find a lot of flanking positions that are also high ground, I'm sure it's more useful on certain tilesets.
with rapid fire and death from above a ranger can almost solo a gatekeeper pod and if you've spec'd that ranger for crit/are using talon rounds you don't even need a flank shot. it's good shit.
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